public void SelectAttack() { selectedAttack = availableAttacks[Random.Range(0, availableAttacks.Count)]; timeBetweenAttacks = selectedAttack.GetAttackSpeed(); //attackAnimation = selectedAttack.GetAttackAnimation(); //animatorOverrideController[attackAnimation] = selectedAttack.GetAttackAnimation(); attacking = false; }
void IEnemyInitiator.triggerStart() { GameObject inst = GameObject.Instantiate(spawnPrefab, spawnLocation.position, spawnLocation.rotation) as GameObject; if (startTrack) { AbstractEnemyAttack attackscript = inst.GetComponent <AbstractEnemyAttack> (); if (attackscript != null) { BeatTracker track = attackscript.GetTrack(); if (track != null) { BeatScheduler.ScheduleNextMeasure(new StartTrackEvent(track)); } } } }
// Use this for initialization void Start() { attackscript = enemy.GetComponent<AbstractEnemyAttack> (); }
// Use this for initialization void Start() { attackscript = enemy.GetComponent <AbstractEnemyAttack> (); }